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              <h1 id="flatbuffers_guide_use_c">Use in C</h1>
              <p>The C language binding exists in a separate project named <a
                  href="https://github.com/dvidelabs/flatcc">FlatCC</a>.</p>
              <p>The <code>flatcc</code> C schema compiler can generate code
                offline as well as
                online via a C library. It can also generate buffer verifiers
                and fast
                JSON parsers, printers.</p>
              <p>Great care has been taken to ensure compatibility with the main
                <code>flatc</code>
                project.</p>
              <h2 id="general-documention">General Documention</h2>
              <ul>
                <li><a href="../../tutorial/index.html">Tutorial</a> - select C
                  as language
                  when scrolling down</li>
                <li><a
                    href="https://github.com/dvidelabs/flatcc#flatcc-flatbuffers-in-c-for-c">FlatCC
                    Guide</a></li>
                <li><a
                    href="https://github.com/dvidelabs/flatcc/blob/master/doc/builder.md#the-builder-interface">The
                    C Builder Interface</a></li>
                <li><a
                    href="https://github.com/dvidelabs/flatcc/blob/master/samples/monster/monster.c">The
                    Monster Sample in C</a></li>
                <li><a
                    href="https://github.com/dvidelabs/flatcc">GitHub</a></li>
              </ul>
              <h2 id="supported-platforms">Supported Platforms</h2>
              <ul>
                <li>Ubuntu (clang / gcc, ninja / gnu make)</li>
                <li>OS-X (clang / gcc, ninja / gnu make)</li>
                <li>Windows MSVC 2010, 2013, 2015</li>
              </ul>
              <p>CI builds recent versions of gcc, clang and MSVC on OS-X,
                Ubuntu, and
                Windows, and occasionally older compiler versions. See main
                project <a
                  href="https://github.com/dvidelabs/flatcc#status">Status</a>.</p>
              <p>Other platforms may well work, including Centos, but are not
                tested
                regularly.</p>
              <p>The monster sample project was specifically written for C99 in
                order to
                follow the C++ version and for that reason it will not work with
                MSVC
                2010.</p>
              <h2 id="modular-object-creation">Modular Object Creation</h2>
              <p>In the tutorial we used the call
                <code>Monster_create_as_root</code> to create the
                root buffer object since this is easier in simple use cases.
                Sometimes
                we need more modularity so we can reuse a function to create
                nested
                tables and root tables the same way. For this we need the
                <code>flatcc_builder_buffer_create_call</code>. It is best to
                keep <code>flatcc_builder</code>
                calls isolated at the top driver level, so we get:</p>
              <div class="language-c">
                <div
                  class="highlight"><pre><span></span><code><span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_ref_t</span><span class="p">)</span><span class="w"> </span><span class="n">create_orc</span><span class="p">(</span><span class="n">flatcc_builder_t</span><span class="w"> </span><span class="o">*</span><span class="n">B</span><span class="p">)</span>
<span class="w">  </span><span class="p">{</span>
<span class="w">    </span><span class="c1">// ... same as in the tutorial.</span>
<span class="w">    </span><span class="k">return</span><span class="w"> </span><span class="n">s</span><span class="p">(</span><span class="n">Monster_create</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="p">...));</span>
<span class="w">  </span><span class="p">}</span>

<span class="w">  </span><span class="kt">void</span><span class="w"> </span><span class="n">create_monster_buffer</span><span class="p">()</span>
<span class="w">  </span><span class="p">{</span>
<span class="w">      </span><span class="kt">uint8_t</span><span class="w"> </span><span class="o">*</span><span class="n">buf</span><span class="p">;</span>
<span class="w">      </span><span class="kt">size_t</span><span class="w"> </span><span class="n">size</span><span class="p">;</span>
<span class="w">      </span><span class="n">flatcc_builder_t</span><span class="w"> </span><span class="n">builder</span><span class="p">,</span><span class="w"> </span><span class="o">*</span><span class="n">B</span><span class="p">;</span>

<span class="w">      </span><span class="c1">// Initialize the builder object.</span>
<span class="w">      </span><span class="n">B</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="o">&amp;</span><span class="n">builder</span><span class="p">;</span>
<span class="w">      </span><span class="n">flatcc_builder_init</span><span class="p">(</span><span class="n">B</span><span class="p">);</span>
<span class="w">      </span><span class="c1">// Only use `buffer_create` without `create/start/end_as_root`.</span>
<span class="w">      </span><span class="n">flatcc_builder_buffer_create</span><span class="p">(</span><span class="n">create_orc</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="c1">// Allocate and copy buffer to user memory.</span>
<span class="w">      </span><span class="n">buf</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">flatcc_builder_finalize_buffer</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="o">&amp;</span><span class="n">size</span><span class="p">);</span>
<span class="w">      </span><span class="c1">// ... write the buffer to disk or network, or something.</span>

<span class="w">      </span><span class="n">free</span><span class="p">(</span><span class="n">buf</span><span class="p">);</span>
<span class="w">      </span><span class="n">flatcc_builder_clear</span><span class="p">(</span><span class="n">B</span><span class="p">);</span>
<span class="w">  </span><span class="p">}</span>
</code></pre></div>
              </div>

              <p>The same principle applies with <code>start/end</code> vs
                <code>start/end_as_root</code> in
                the top-down approach.</p>
              <h2 id="top-down-example">Top Down Example</h2>
              <p>The tutorial uses a bottom up approach. In C it is also
                possible to use
                a top-down approach by starting and ending objects nested within
                each
                other. In the tutorial there is no deep nesting, so the
                difference is
                limited, but it shows the idea:</p>
              <div class="language-c">
                <br>
                <div
                  class="highlight"><pre><span></span><code><span class="w">  </span><span class="kt">uint8_t</span><span class="w"> </span><span class="n">treasure</span><span class="p">[]</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="p">{</span><span class="mi">0</span><span class="p">,</span><span class="w"> </span><span class="mi">1</span><span class="p">,</span><span class="w"> </span><span class="mi">2</span><span class="p">,</span><span class="w"> </span><span class="mi">3</span><span class="p">,</span><span class="w"> </span><span class="mi">4</span><span class="p">,</span><span class="w"> </span><span class="mi">5</span><span class="p">,</span><span class="w"> </span><span class="mi">6</span><span class="p">,</span><span class="w"> </span><span class="mi">7</span><span class="p">,</span><span class="w"> </span><span class="mi">8</span><span class="p">,</span><span class="w"> </span><span class="mi">9</span><span class="p">};</span>
<span class="w">  </span><span class="kt">size_t</span><span class="w"> </span><span class="n">treasure_count</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">c_vec_len</span><span class="p">(</span><span class="n">treasure</span><span class="p">);</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Weapon_ref_t</span><span class="p">)</span><span class="w"> </span><span class="n">axe</span><span class="p">;</span>

<span class="w">  </span><span class="c1">// NOTE: if we use end_as_root, we MUST also start as root.</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_start_as_root</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_pos_create</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="mf">1.0f</span><span class="p">,</span><span class="w"> </span><span class="mf">2.0f</span><span class="p">,</span><span class="w"> </span><span class="mf">3.0f</span><span class="p">));</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_hp_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="mi">300</span><span class="p">));</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_mana_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="mi">150</span><span class="p">));</span>
<span class="w">  </span><span class="c1">// We use create_str instead of add because we have no existing string reference.</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_name_create_str</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="s">&quot;Orc&quot;</span><span class="p">));</span>
<span class="w">  </span><span class="c1">// Again we use create because we no existing vector object, only a C-array.</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_inventory_create</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">treasure</span><span class="p">,</span><span class="w"> </span><span class="n">treasure_count</span><span class="p">));</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_color_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">ns</span><span class="p">(</span><span class="n">Color_Red</span><span class="p">)));</span>
<span class="w">  </span><span class="k">if</span><span class="w"> </span><span class="p">(</span><span class="mi">1</span><span class="p">)</span><span class="w"> </span><span class="p">{</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_start</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_create</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">flatbuffers_string_create_str</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="s">&quot;Sword&quot;</span><span class="p">),</span><span class="w"> </span><span class="mi">3</span><span class="p">));</span>
<span class="w">      </span><span class="c1">// We reuse the axe object later. Note that we dereference a pointer</span>
<span class="w">      </span><span class="c1">// because push always returns a short-term pointer to the stored element.</span>
<span class="w">      </span><span class="c1">// We could also have created the axe object first and simply pushed it.</span>
<span class="w">      </span><span class="n">axe</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="o">*</span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_create</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">flatbuffers_string_create_str</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="s">&quot;Axe&quot;</span><span class="p">),</span><span class="w"> </span><span class="mi">5</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_end</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">  </span><span class="p">}</span><span class="w"> </span><span class="k">else</span><span class="w"> </span><span class="p">{</span>
<span class="w">      </span><span class="c1">// We can have more control with the table elements added to a vector:</span>
<span class="w">      </span><span class="c1">//</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_start</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_start</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Weapon_name_create_str</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="s">&quot;Sword&quot;</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Weapon_damage_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="mi">3</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_end</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_start</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_start</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Weapon_name_create_str</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="s">&quot;Axe&quot;</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Weapon_damage_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="mi">5</span><span class="p">));</span>
<span class="w">      </span><span class="n">axe</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="o">*</span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_push_end</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">      </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_weapons_end</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
<span class="w">  </span><span class="p">}</span>
<span class="w">  </span><span class="c1">// Unions can get their type by using a type-specific add/create/start method.</span>
<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_equipped_Weapon_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">axe</span><span class="p">));</span>

<span class="w">  </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_end_as_root</span><span class="p">(</span><span class="n">B</span><span class="p">));</span>
</code></pre></div>
              </div>

              <h2 id="basic-reflection">Basic Reflection</h2>
              <p>The C-API does support reading binary schema (.bfbs)
                files via code generated from the <code>reflection.fbs</code>
                schema, and an
                <a
                  href="https://github.com/dvidelabs/flatcc/tree/master/samples/reflection">example
                  usage</a>
                shows how to use this. The reflection schema files are
                pre-generated
                in the <a
                  href="https://github.com/dvidelabs/flatcc/tree/master/include/flatcc/reflection">runtime
                  distribution</a>.</p>
              <h2 id="mutations-and-reflection">Mutations and Reflection</h2>
              <p>The C-API does not support mutating reflection like C++ does,
                nor does
                the reader interface support mutating scalars (and it is
                generally
                unsafe to do so even after verification).</p>
              <p>The generated reader interface supports sorting vectors
                in-place after
                casting them to a mutating type because it is not practical to
                do so
                while building a buffer. This is covered in the builder
                documentation.<br />
                The reflection example makes use of this feature to look up
                objects by
                name.</p>
              <p>It is possible to build new buffers using complex objects from
                existing
                buffers as source. This can be very efficient due to direct copy
                semantics without endian conversion or temporary stack
                allocation.</p>
              <p>Scalars, structs and strings can be used as source, as well
                vectors of
                these.</p>
              <p>It is currently not possible to use an existing table or vector
                of table
                as source, but it would be possible to add support for this at
                some
                point.</p>
              <h2 id="namespaces">Namespaces</h2>
              <p>The <code>FLATBUFFERS_WRAP_NAMESPACE</code> approach used in
                the tutorial is convenient
                when each function has a very long namespace prefix. But it
                isn't always
                the best approach. If the namespace is absent, or simple and
                informative, we might as well use the prefix directly. The
                <a
                  href="https://github.com/dvidelabs/flatcc/blob/master/samples/reflection/bfbs2json.c">reflection
                  example</a>
                mentioned above uses this approach.</p>
              <h2 id="checking-for-present-members">Checking for Present
                Members</h2>
              <p>Not all languages support testing if a field is present, but in
                C we can
                elaborate the reader section of the tutorial with tests for
                this. Recall
                that <code>mana</code> was set to the default value
                <code>150</code> and therefore shouldn't
                be present.</p>
              <div class="language-c">
                <div
                  class="highlight"><pre><span></span><code><span class="w">  </span><span class="kt">int</span><span class="w"> </span><span class="n">hp_present</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_hp_is_present</span><span class="p">(</span><span class="n">monster</span><span class="p">));</span><span class="w"> </span><span class="c1">// 1</span>
<span class="w">  </span><span class="kt">int</span><span class="w"> </span><span class="n">mana_present</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_mana_is_present</span><span class="p">(</span><span class="n">monster</span><span class="p">));</span><span class="w"> </span><span class="c1">// 0</span>
</code></pre></div>
              </div>

              <h2 id="alternative-ways-to-add-a-union">Alternative ways to add a
                Union</h2>
              <p>In the tutorial we used a single call to add a union. Here we
                show
                different ways to accomplish the same thing. The last form is
                rarely
                used, but is the low-level way to do it. It can be used to group
                small
                values together in the table by adding type and data at
                different
                points in time.</p>
              <div class="language-c">
                <div
                  class="highlight"><pre><span></span><code><span class="w">   </span><span class="n">ns</span><span class="p">(</span><span class="n">Equipment_union_ref_t</span><span class="p">)</span><span class="w"> </span><span class="n">equipped</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="n">ns</span><span class="p">(</span><span class="n">Equipment_as_Weapon</span><span class="p">(</span><span class="n">axe</span><span class="p">));</span>
<span class="w">   </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_equipped_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">equipped</span><span class="p">));</span>
<span class="w">   </span><span class="c1">// or alternatively</span>
<span class="w">   </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_equipped_Weapon_add</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">axe</span><span class="p">);</span>
<span class="w">   </span><span class="c1">// or alternatively</span>
<span class="w">   </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_equipped_add_type</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">ns</span><span class="p">(</span><span class="n">Equipment_Weapon</span><span class="p">));</span>
<span class="w">   </span><span class="n">ns</span><span class="p">(</span><span class="n">Monster_equipped_add_member</span><span class="p">(</span><span class="n">B</span><span class="p">,</span><span class="w"> </span><span class="n">axe</span><span class="p">));</span>
</code></pre></div>
              </div>

              <h2 id="why-not-integrate-with-the-flatc-tool">Why not integrate
                with the <code>flatc</code> tool?</h2>
              <p><a href="https://github.com/dvidelabs/flatcc/issues/1">It was
                  considered how the C code generator could be integrated into
                  the
                  <code>flatc</code> tool</a>, but it
                would either require that the standalone C implementation of the
                schema
                compiler was dropped, or it would lead to excessive code
                duplication, or
                a complicated intermediate representation would have to be
                invented.
                Neither of these alternatives are very attractive, and it isn't
                a big
                deal to use the <code>flatcc</code> tool instead of
                <code>flatc</code> given that the
                FlatBuffers C runtime library needs to be made available
                regardless.</p>

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